1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
|
/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef NEVERHOOD_MODULE1000_H
#define NEVERHOOD_MODULE1000_H
#include "neverhood/neverhood.h"
#include "neverhood/module.h"
#include "neverhood/scene.h"
namespace Neverhood {
// Module1000
class Module1000 : public Module {
public:
Module1000(NeverhoodEngine *vm, Module *parentModule, int which);
virtual ~Module1000();
protected:
int _sceneNum;
uint32 _musicFileHash;
void createScene(int sceneNum, int which);
void updateScene();
};
// Scene1001
class AsScene1001Door : public AnimatedSprite {
public:
AsScene1001Door(NeverhoodEngine *vm);
protected:
uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender);
void hammerHitsDoor();
void stShowIdleDoor();
void stBustedDoorMove();
void stBustedDoorGone();
};
class AsScene1001Hammer : public AnimatedSprite {
public:
AsScene1001Hammer(NeverhoodEngine *vm, Sprite *asDoor);
protected:
Sprite *_asDoor;
uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender);
};
class AsScene1001Window : public AnimatedSprite {
public:
AsScene1001Window(NeverhoodEngine *vm);
protected:
uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender);
};
class AsScene1001Lever : public AnimatedSprite {
public:
AsScene1001Lever(NeverhoodEngine *vm, Scene *parentScene, int16 x, int16 y, int deltaXType);
protected:
Scene *_parentScene;
uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender);
};
class SsCommonButtonSprite : public StaticSprite {
public:
SsCommonButtonSprite(NeverhoodEngine *vm, Scene *parentScene, uint32 fileHash, int surfacePriority, uint32 soundFileHash);
protected:
Scene *_parentScene;
uint32 _soundFileHash;
int16 _countdown;
void update();
uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender);
};
class Scene1001 : public Scene {
public:
Scene1001(NeverhoodEngine *vm, Module *parentModule, int which);
virtual ~Scene1001();
protected:
Sprite *_asHammer;
Sprite *_asDoor;
Sprite *_asWindow;
Sprite *_asLever;
Sprite *_ssButton;
uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender);
};
// TODO: Move this to some common file since it's used several times
class StaticScene : public Scene {
public:
StaticScene(NeverhoodEngine *vm, Module *parentModule, uint32 backgroundFileHash, uint32 cursorFileHash);
protected:
uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender);
};
// Scene1002
class AsScene1002Ring : public AnimatedSprite {
public:
AsScene1002Ring(NeverhoodEngine *vm, Scene *parentScene, bool isSpecial, int16 x, int16 y, int16 clipY1, bool isRingLow);
protected:
Scene *_parentScene;
bool _isSpecial;
void update();
uint32 hmRingIdle(int messageNum, const MessageParam ¶m, Entity *sender);
uint32 hmRingPulled1(int messageNum, const MessageParam ¶m, Entity *sender);
uint32 hmRingPulled2(int messageNum, const MessageParam ¶m, Entity *sender);
uint32 hmRingHangingLow(int messageNum, const MessageParam ¶m, Entity *sender);
uint32 hmRingReleased(int messageNum, const MessageParam ¶m, Entity *sender);
};
class AsScene1002Door : public StaticSprite {
public:
AsScene1002Door(NeverhoodEngine *vm, NRect &clipRect);
protected:
void update();
uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender);
void suOpenDoor();
void suCloseDoor();
};
class AsScene1002BoxingGloveHitEffect : public AnimatedSprite {
public:
AsScene1002BoxingGloveHitEffect(NeverhoodEngine *vm);
protected:
uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender);
};
class AsScene1002DoorSpy : public AnimatedSprite {
public:
AsScene1002DoorSpy(NeverhoodEngine *vm, NRect &clipRect, Scene *parentScene, Sprite *asDoor, Sprite *asScene1002BoxingGloveHitEffect);
protected:
Scene *_parentScene;
Sprite *_asDoor;
Sprite *_asBoxingGloveHitEffect;
NRect _clipRect;
uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender);
uint32 hmDoorSpyAnimation(int messageNum, const MessageParam ¶m, Entity *sender);
void suDoorSpy();
void stDoorSpyIdle();
void stDoorSpyBoxingGlove();
};
class SsCommonPressButton : public StaticSprite {
public:
SsCommonPressButton(NeverhoodEngine *vm, Scene *parentScene, uint32 fileHash1, uint32 fileHash2, int surfacePriority, uint32 soundFileHash);
void setFileHashes(uint32 fileHash1, uint32 fileHash2);
protected:
Scene *_parentScene;
uint32 _soundFileHash;
uint32 _fileHashes[2];
int _status;
int _countdown;
void update();
uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender);
};
class AsScene1002VenusFlyTrap : public AnimatedSprite {
public:
AsScene1002VenusFlyTrap(NeverhoodEngine *vm, Scene *parentScene, Sprite *klaymen, bool isSecond);
protected:
Scene *_parentScene;
Sprite *_klaymen;
int _countdown;
bool _isSecond;
void update();
void upIdle();
uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender);
uint32 hmAnimationSimple(int messageNum, const MessageParam ¶m, Entity *sender);
uint32 hmAnimationExt(int messageNum, const MessageParam ¶m, Entity *sender);
void stWalkBack();
void stWalk();
void stRelease();
void stGrabRing();
void stRingGrabbed();
void stKlaymenInside();
void stIdle();
void stKlaymenInsideMoving();
void stSpitOutKlaymen();
void swallowKlaymen();
};
class AsScene1002OutsideDoorBackground : public AnimatedSprite {
public:
AsScene1002OutsideDoorBackground(NeverhoodEngine *vm);
protected:
int _countdown;
bool _isDoorClosed;
void update();
uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender);
uint32 hmAnimation(int messageNum, const MessageParam ¶m, Entity *sender);
void stOpenDoor();
void stCloseDoor();
void stDoorClosed();
};
class AsScene1002KlaymenLadderHands : public AnimatedSprite {
public:
AsScene1002KlaymenLadderHands(NeverhoodEngine *vm, Klaymen *klaymen);
protected:
Klaymen *_klaymen;
void update();
};
class AsScene1002KlaymenPeekHand : public AnimatedSprite {
public:
AsScene1002KlaymenPeekHand(NeverhoodEngine *vm, Scene *parentScene, Klaymen *klaymen);
protected:
Scene *_parentScene;
Klaymen *_klaymen;
bool _isClipRectSaved;
NRect _savedClipRect;
void update();
uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender);
};
class Scene1002 : public Scene {
public:
Scene1002(NeverhoodEngine *vm, Module *parentModule, int which);
virtual ~Scene1002();
protected:
Sprite *_asRing1;
Sprite *_asRing2;
Sprite *_asRing3;
Sprite *_asRing4;
Sprite *_asRing5;
Sprite *_asDoor;
Sprite *_asDoorSpy;
Sprite *_asVenusFlyTrap;
Sprite *_ssLadderArch;
Sprite *_ssLadderArchPart1;
Sprite *_ssLadderArchPart2;
Sprite *_ssLadderArchPart3;
Sprite *_ssCeiling;
Sprite *_asKlaymenLadderHands;
Sprite *_asKlaymenPeekHand;
Sprite *_asOutsideDoorBackground;
Sprite *_ssPressButton;
bool _isKlaymenFloor;
bool _isClimbingLadder;
void update();
uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender);
};
// Scene1004
class AsScene1004TrashCan : public AnimatedSprite {
public:
AsScene1004TrashCan(NeverhoodEngine *vm);
protected:
uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender);
};
class Scene1004 : public Scene {
public:
Scene1004(NeverhoodEngine *vm, Module *parentModule, int which);
protected:
Sprite *_asKlaymenLadderHands;
Sprite *_asTrashCan;
int _paletteAreaStatus;
void update();
uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender);
void updatePaletteArea();
};
// Scene1005
class Scene1005 : public Scene {
public:
Scene1005(NeverhoodEngine *vm, Module *parentModule, int which);
protected:
uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender);
void drawTextToBackground();
uint32 getTextIndex();
uint32 getTextIndex1();
uint32 getTextIndex2();
uint32 getTextIndex3();
};
} // End of namespace Neverhood
#endif /* NEVERHOOD_MODULE1000_H */
|